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Economy by: Forged Chaos
 

Introduction

by Ildefonse

This book discusses the economy of Trials of Ascension and covers topics like currency, minting, sources & sinks of wealth, etc.

FAQ

What NPC's will there be?

There will not be random NPCs just roaming about. The only NPCs slated for launch are guards (to help keep you alive) and shopkeepers (to help run your shop).

Source: Forums (Brax), 24-10-2012

Why would anyone want to acquire resources that are of no use to them?

This question is intriguing to me.

First thing I thought of was why someone might want to acquire resources that are of no use to them is for trading for things others have that are of no use to them. That's an open market economic model where (hopefully) every item in the game has value to someone somewhere.

Source: Forums (Varl), 21-12-2012

Can you expand a bit on the currency system and NPC merchants?

First, it seems like there is a misunderstanding about our NPC's. We're going to have two types of NPC's: guards and merchants. Merchants, they do not carry an infinite amount of money or inventory, they're actually run and stocked by player characters. So whatever the player characters can put on those NPC's is what you will be able to buy, and that's it.

You will be able to sell to those merchant NPC's based on what their boss, the player character, tells them to buy. And of course the NPC has to have the proper amount of coinage on them to buy your items.

That taken care off, there will be no settlement minting. Creatures are not going to be dropping gold, unless it makes very good sense for them to have gold in the first place. We're essentially running a gold-silver-copper system.

You guys might be surprised to know that the majority of the money is going to come out of the ground, through mining.

Source: Podcast (Brax), 14-01-2013

Could you explain how money is funnelled into the economy, assuming NPC's will not have infinite amounts of money?

Basically, there aren't going to be NPC's with money. The only money they'll have, is what the players put on them to purchase things for them. Zero standing merchant NPC's with money, zero civilised merchants that will just stand there and take your goods all day in return for money. That's not an option, simple as that.

Source: Podcast (Brax), 14-01-2013

Will there be an auction house?

No, there will be no auction houses, not at all. There will be no statically placed NPC merchants to buy and sell all your goods to and from. All merchants are PC driven, and they're only stocked with what those PC's put on them and will only buy what they tell them to buy. So you'll have to go door to door essentially, from shop to shop, and find the goods that you want, try to sell the ones you don't. So the economy is completely player driven.

Source: Podcast (Brax), 14-01-2013

Will caravans be an option in ToA?

Me thinks caravans will be more important than most people think.

Source: Forums (Brax), 16-01-2013

Will the level of tax that a settlement ruler can impose be limited?

We're limiting the max end of the allowable tax ranges.

Source: Forums (Brax), 29-01-2013

Tell us more about NPC merchants?

I wasn't planning on letting this go for awhile yet but ... oh well!

NPCs won't carry their inventory on them. You'll need to have a shop in order to hire an NPC merchant. The type of shop you have will dictate which type of NPC you can get to work there. In other words, don't set up a smithy and expect to hire an herbalist merchant. The merchant is specialized in his field and will only deal with those items. So, a tailor merchant will only deal in clothes, cloth and the items surrounding them.

Merchants won't be pushovers. They won't be guard level tough but they should be able to hold their own in most situations, at least long enough to alert any nearby guards for assistance.

You'll be able to hire multiple merchants in a single shop. The goal is to allow the shop owner to permission others to also have merchants within the same shop. No guarantee we'll be able to pull that off at this point.

This part isn't finalized either but I sure hope we can cram it into launch. Items stolen will be marked as 'hot' for a set amount of time. Anyone caught with stolen goods in their inventory (don't forget guards will randomly ask to search your inventory) will be punished accordingly.

Source: Forums (Brax), 29-01-2013

What value do flakes and nuggets of gold have?

Simple economics 101. The value of ANYTHING is based upon 2 factors, supply and demand. If something is pretty common place such as sand or stone then the value of those items would be [less] than resources that are less plentiful such as copper or silver. This may not always be the case however, if the demand for the common items is higher in far away locations where those items are the less plentiful ones.

We have designated copper, silver, gold, and gemstones as "currency" items, even though they may be used to make other items from them such as jewelry, plates, goblets, etc.

Based on this information the value of items will primarily be up to you as players. What will the value of a sword be? Will it be worth more or less than a saw or a pick or a shovel or even a hunk of roasted meat or a good warm cloak? I guess time will tell huh?

Source: Forums (Loestri), 05-02-2013

No, gemstones or not marked as currency at this time.

Source: Forums (Brax), 05-02-2013

Can we buy/sell items that aren't related to any NPC merchant/trade?

Just about every item will be related to an NPC merchant. For those that aren't, you'll have to find a PC that is selling or buying.

Source: Forums (Brax), 26-02-2013

The End